..
gl_ambientshader.cpp
- remove all usage of std::make_unique to keep things C++11 compliant
2017-04-11 01:25:44 +02:00
gl_ambientshader.h
Multisampling ssao bug fixes and split linear depth to its own buffer
2016-10-09 06:17:48 +02:00
gl_bloomshader.cpp
- did a bit of header cleanup to reduce the dependency on dobject.h.
2017-03-09 23:30:42 +01:00
gl_bloomshader.h
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
gl_blurshader.cpp
- did a bit of header cleanup to reduce the dependency on dobject.h.
2017-03-09 23:30:42 +01:00
gl_blurshader.h
Fix blur shader to use RenderScreenQuad
2016-08-14 09:05:50 +02:00
gl_colormapshader.cpp
- did a bit of header cleanup to reduce the dependency on dobject.h.
2017-03-09 23:30:42 +01:00
gl_colormapshader.h
- draw the colormap blend after postprocessing, not before it.
2016-09-01 17:14:51 +02:00
gl_fxaashader.cpp
Added FXAA post-processing
2016-10-03 00:15:45 +02:00
gl_fxaashader.h
Added FXAA post-processing
2016-10-03 00:15:45 +02:00
gl_lensshader.cpp
- did a bit of header cleanup to reduce the dependency on dobject.h.
2017-03-09 23:30:42 +01:00
gl_lensshader.h
Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero
2016-08-26 01:46:39 +02:00
gl_postprocessshader.cpp
- renamed FTexture's UseType flags and gave them a dedicated type.
2018-03-25 20:26:16 +02:00
gl_postprocessshader.h
- Support binding textures for custom PP shaders
2017-07-30 13:59:25 +02:00
gl_present3dRowshader.cpp
- did a bit of header cleanup to reduce the dependency on dobject.h.
2017-03-09 23:30:42 +01:00
gl_present3dRowshader.h
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
gl_presentshader.cpp
- added a grayscale formula selector
2017-07-02 16:45:06 -04:00
gl_presentshader.h
- added a grayscale formula selector
2017-07-02 16:45:06 -04:00
gl_shader.cpp
- renamed FTexture's UseType flags and gave them a dedicated type.
2018-03-25 20:26:16 +02:00
gl_shader.h
- move material light modes to their own subshader lumps
2018-02-20 00:13:05 +01:00
gl_shaderprogram.cpp
- detect gl es shaders and request them
2017-04-06 23:34:50 -04:00
gl_shaderprogram.h
- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
2016-09-01 11:52:52 +02:00
gl_shadowmapshader.cpp
- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
2017-06-04 00:44:49 +02:00
gl_shadowmapshader.h
- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
2017-06-04 00:44:49 +02:00
gl_texshader.cpp
- renamed FTexture's UseType flags and gave them a dedicated type.
2018-03-25 20:26:16 +02:00
gl_texshader.h
- moved dynamic lights out of the GL code into the common game code.
2017-03-12 19:57:06 +01:00
gl_tonemapshader.cpp
- did a bit of header cleanup to reduce the dependency on dobject.h.
2017-03-09 23:30:42 +01:00
gl_tonemapshader.h
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00